Orcustrated Attack
Trap Normal

Orcustrated Attack

  • Archetype:
  • Orcust

  • View:
  • 3066




When a monster declares an attack: Tribute 1 "Orcust" or "World Legacy" monster, then target 1 monster your opponent controls; banish it.




 
 
AI Power Analysis
Board breaker / Going-secondConfidence: MediumEvaluated Oct 5, 2026
53± 6/ 100
Power Score
Intrinsic 55
Deck 54

Orcustrated Attack — Power Evaluation

Final Score: 53 ± 6 · Confidence: Medium

  • Intrinsic: 55 · Deck: 54 · Meta: provisional
  • Primary role: Board breaker / Going-second · Secondary: Removal, Negation

Why it scores here

Orcustrated Attack scores as a solid going-second disruption piece, primarily valued for its banishment effect that cleanly removes opponent threats during attacks. While the card provides reliable, hard-to-counter removal in dedicated Orcust decks, it lacks the combo-generation capability and accessibility of stronger archetype staples. The requirement to tribute an Orcust or World Legacy monster as cost, combined with its dependence on opponent attack declarations, limits its flexibility and keeps it from scoring higher despite strong synergy with core Orcust pieces.

Axis scores

Axis Score Evidence
Accessibility 62 Run in all 26 decks at exactly 1 copy suggests it is accessible in Orcust homes but situational enough not to maximize; no combo evidence for alternative routes. (observed)
Combo & Conversion 28 Orcustrated Attack generates no offensive value or board extension—it is a pure defensive trap that banishes, not a combo driver. (verified)
Resource Economy 57 Trades 1 Orcust or World Legacy tribute for 1 opponent body banished, a roughly even exchange that favors removal over raw card advantage. (verified)
Effect & Interaction 72 Banishment during attack declaration is strong, hard-to-play-around disruption, though limited to active attack scenarios and vulnerable to hand-trap negation. (verified)
Material Utility 5 Trap cards have no ATK/DEF and cannot serve as material for any summon method; zero utility when the effect is negated. (verified)
Resilience & Flexibility 38 Activates only during opponent's attack phase and is a single-use effect per trigger, making it dead weight against control or passive strategies and vulnerable to negation. (inferred)
Deck-Building Efficiency 52 Requires running Orcust or World Legacy monsters to activate and is a singleton in all 26 decks, indicating it is a good fit at 1 but non-critical. (observed)

Calculation

Weight profile: Board breaker / Going-second (single primary role). Intrinsic ≈ 55, Deck ≈ 54, Meta = provisional. Modifiers: Garnet/brick in non-Orcust contexts (-1). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Banishment is permanent removal, stronger than destruction or bounce
  • Triggers on attack declaration, difficult for opponent to play around
  • Works across 8 archetypes, with strong synergy in Orcust-focused homes
  • No once-per-turn restriction on the banish effect itself

Weaknesses

  • Requires tributing an Orcust or World Legacy monster, heavy activation cost
  • Only usable during opponent's attack phase; dead against passive strategies
  • Vulnerable to hand-trap negation and other spell/trap negation effects
  • Singleton inclusion in all decks suggests it is situational, not critical

Counters / choke points

  • Ash Blossom & Joyous Spring and other hand-trap negations
  • Infinite Impermanence and spell/trap negation effects
  • Strategies that avoid declaring attacks (passive control, burn-based strategies)
  • Cards that protect targeted monsters from banishment (recovery effects)

Best use

Going-second disruption; removes opponent threats during attack phase. Decks: Orcust (primary home), Therions (secondary/tech), Cyber Dragon (tech inclusion), Fleur (tech inclusion). Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: Normal Trap triggering on attack declaration, costs 1 Orcust or World Legacy tribute, banishes target opponent monster; Format availability: TCG, OCG, MasterDuel, DuelLinks; Deck distribution: 26 decks, 100% main deck, 1 copy per deck; Banishment effect is permanent removal (cannot be recovered from banishment zone)
  • Observed: 26 decks running the card across recent tournament results; 100% co-deck rate with core Orcust monsters (Cymbal Skeleton, Harp Horror, Knightmare, Galatea, Dingirsu); Strong correlation with Orcust Traps (Orcustrated Babel 80.8%, Orcustrated Return 80.8% co-deck rate); Distribution across 8 distinct archetypes with Orcust as primary home (42.3% combined)
  • Inferred: Accessibility in Orcust is moderate; run in 30.8% of Orcust sample, suggesting optional or tech-level status; Combo generation potential is minimal (trap-based removal mechanism, not board extension); Resilience is limited to opponent attack scenarios; ineffective against passive or control strategies; Material utility is zero for Trap cards (no ATK/DEF, cannot be tributed as material)
  • Data gaps: No combos supplied — combo conversion is inferred from card text only, no real board presence or combo-line data No guides supplied — no player commentary on the card's actual role, timing, or performance context No banlist token — assumed 3 copies (unlimited), actual format restrictions unknown No usage statistics (StatisticsCard) — archetype inclusion percentage inferred from 26 recent decks only, not historical frequency trends No frequency data on how often the card is drawn, set, or activated in actual games











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